His name is Yin, but they call him Yin-Yang. This is because people believe he is not just one person, but two. The complimentary forces of his opposite personalities.
On one side the friendly, but quiet cook and on the other side the grumpy and obsessed smuggler. This has helped him escape from his adversaries in the past, as they follow one in hope to capture both.
Accepted by his captain because of his efficiency for 'cargo transport', but mostly for his cooking.
Only his cooking can keep his obession with creating the perfect hiding place at bay. You can find him skulking around the ship searching for new perfect spots to create secret compartments. This causes him to almost never show up at meetings, though he gets most information of what is going on when the rest of the crew have their dinner.
Qualities
Smuggler (3-point)
Whether it’s guns, people, or parts, you’re the person
that folks like for transporting it across restricted
space. Not only do you know who has goods to
sell, you also know who’s the most likely to purchase
those goods. Your knowledge may be planetor
system-based, depending on the scope of your
campaign. Work with your Director to narrow down
your field of employment.
Holographic Projector (3-point)
Getting a surprise visit? This holographic projector can
save your hide when in a hurry. It changes an almost perfect hiding
place into a perfect hiding place. At least as long as eyes are only
used for inspection.
Hiding Places (7-point)
You have secret places to store cargo. For seven
points, you can store two units of cargo.
Acute Vision (2-point)
An Acute Vision provides a
+3 bonus to any Perception-related roll that relies on vision.
Contacts: Nikita (5-point)
You know the routine—make a phone call to the right
people and you get information, special supplies, some
cash, or even the proper make-over regimen. This
Quality gives your character those phone numbers. The
more helpful the contact is, the higher the Quality’s
point value. For any and all Contacts, the Director determines
whether or not the Contact is available at any
given time. Generally, the more time your character has
to reach or get word to her Contact, the more likely the
Contact will come through.
A Contact that only provides hints, rumors, or gossip
costs one point. If the Contact usually provides reliable
information and helps the character out in small ways
(offering a ride, letting the character spend the night
over, or getting a background check on somebody), this
Quality sets you back two points. Actual allies who help
the character in any way they can run three to five
points, depending on the Contact’s resources (the full
weight of the Watchers Council, for example, would cost
five points—note that most Watchers don’t get that
much support in the field).
Hard to Kill (3-point)
Characters with this Quality are extremely tough, and
can withstand an amazing amount of damage before
going down. Even after they are severely wounded,
medical attention has a good chance of reviving them,
scarred but alive. This Quality is bought in levels. Level
five is the highest possible for human beings; Each
level of Hard to Kill adds three Life Points to your character’s
Pool. Additionally, each level provides a +1 bonus
to Survival Tests.
Kitchen (1-point)
A good cook needs a quality kitchen.
Drawbacks
Humorless (1-point)
She without the funny, lacking the ability to laugh at
life, and taking everything with the utmost seriousness.
Other people’s attempts at humor leave her cold or
annoy her. Most people find this facet of her personality
to be unattractive or bothersome. Clowns and practical
jokers most likely select the Humorless as their
favorite target.
Obsession: Hiding places are never perfect (2-point)
A particular person or task dominates your
character’s life, to the exclusion of most other things.
To pursue her Obsession, she will go to almost any
length (as limited by her morality). She may neglect
other duties, both personal and professional, to pursue
that which fascinates her. The “obsessee” may be a person
(who may or may not be aware of your character’s
feelings, but who almost certainly would be upset about
their intensity) or a task (like getting revenge on somebody,
or performing some important or notorious feat).
Non-Combatant (2-point)
You don’t like getting into fights. Maybe you are
scared, or maybe you just don’t like to hurt folks.
For two points, you just cannot throw the first
punch. You will not fight anyone who hasn’t directly
attempted to attack you. Hit by a grenade or other
area effect doesn’t count as a reason to fight, unless
they throw it at you specifically.
Adversery: ??? (3-point)
Your character has pissed someone off. And not
pissed off in a “I’m not speaking to you” way—more like
a “I’m going to kill you bad” or “I’m going to make your
life a living hell” kind of way.
The more powerful the Adversary is, the higher the
value of this Drawback. Directors should determine if an
Adversary is appropriate to the game in question. If the
Adversary is unlikely to appear frequently, the Director
can reduce the point value or disallow it altogether.
Individuals are valued at one to three points
as Adversaries, depending on their resources and abilities.
A normal person grants one point; a new vampire
two points; a Green Beret or a veteran vampire three
points. An organization may be worth three to five or
more points, depending on its power. A gang of thugs
garners two points, the police department of a city three
to four points (depending on its size and competence),
and a national agency like the CIA five points or more.
You should have a good reason why your character has
earned the enmity of the Adversary. Your Director can
then weave this enemy into the Season in any way she sees
fit. Alternatively, you can select the Drawback and leave
it to your Director to decide who the Adversary is.
Killing the Adversary is not usually enough to eliminate
the Drawback—your Director will see to it that
another Adversary of similar value rears its ugly head
shortly afterwards. That’s the way it works in the show,
after all.
Hunted (Level 2)
Bad people want you. Maybe you are a criminal, or
perhaps a runaway indentured worker. It could also
be that bad people want a quiet word with you. The
higher the Drawback the more time and effort they
will expend, or the more powerful they are, or both.